testss
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Shader "Hidden/BlitNoAlpha"
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{
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Properties
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{
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_MainTex ("Texture", any) = "" {}
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}
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
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uniform float4 _MainTex_ST;
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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return half4(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.texcoord).xyz, 1.0);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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@@ -0,0 +1,33 @@
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Shader "Hidden/Checkerboard"
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{
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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static const float rows = 24;
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static const float columns = 24;
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float4 frag(v2f_img i) : SV_Target
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{
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float3 col1 = float3(32.0/255.0, 32.0/255.0, 32.0/255.0);
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float3 col2 = float3(42.0/255.0, 42.0/255.0, 42.0/255.0);
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if (!IsGammaSpace()) {
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col1 = GammaToLinearSpace(col1);
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col2 = GammaToLinearSpace(col2);
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}
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float total = floor(i.uv.x * rows) + floor(i.uv.y * columns);
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return float4(lerp(col1, col2, step(fmod(total, 2.0), 0.5)), 1.0);
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}
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ENDCG
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}
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}
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}
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@@ -0,0 +1,40 @@
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Shader "Hidden/Shader Graph/FallbackError"
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{
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return fixed4(1,0,1,1);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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